Week 3: Goal-Plan-Research-Evidence-Post

GOal

My goal for this project is to make a game that feels complete. As from my previous experience even the really good games that classmates made they felt fake, like a little kid drawing compared to an artist making a painting. They feel shallow and dull. So my goal is to make a game with enough polishing to be able to say this is a game.

Research

Most of the tools I’ll be using is youtube videos and unity forums and tutorials.

Evidence

 

Game Analysis: Rainbow Six: Siege

Summary

I am going to analyze Rainbow Six: Siege as it’s a game I am very familiar with and I have a lot of insight into the game, whether it be high level competition or casual, leisurely playing.

Game Play Analysis

Formal Elements

The Basics

Name of the game Tom Clancy’s Rainbow Six: Siege
The platform PC
Time played (should be at least 30 minutes) ~1000 hours
If you could work on this game (change it), what would you change and why? I would change some maps, the way some operators (characters) work, and I would add some game modes.

Players

NOTES
How many players are supported? 10, 5v5
Does it need to be an exact number? yes
How does this affect play? makes it very hard for one side to win if it’s missing a player
Some types of player frameworks:

  • Single Player – like Solitare.
  • Head-to-head – 1 vs. 1, Chess.
  • PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.
  • One against Many – Single-player vs. multiple (obvy).
  • Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.
  • Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.
  • Team Competition – Multiple vs. multiple, i.e. sports.
  • Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.
  • Five-pointed Star – Eliminate both players who are not on either side of you.

Objectives/Goals

NOTES
What are the players trying to do? Defend or Defuse the bomb
Some common objectives include:

  • Capture/Destroy – Eliminate all your opponents pieces (Chess).
  • Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).
  • Collection – Collect a certain number of objects throughout the game (Pokemon).
  • Solve – Solve a puzzle or crime (Clue).
  • Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).
  • Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).
  • Build – Advance your characters or build your resources to a certain point (The Sims).
  • Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).

Rules/Mechanics

There are three categories of (what the book Rules of Play calls) operational rules:

  • Setup – the things you do at the beginning of a game.
  • Progression of Play – what happens during the game.
  • Resolution – How an outcome is determined based on the game state.

Controls

NOTES
What controls are used? Basic movement keys, plus some additional for leaning and utility usage.
Was there a clear introductory tutorial? Yes, there are some small tutorials called situations that show you the basics.
Were they easy to understand or did you find yourself spamming the controller? Recoil is intense but otherwise it’s straightforward, although I personally fat finger a lot and press the wrong button.

Resources & Resource Management

NOTES
What kinds of resources do players control? Each player has a certain amount of gadgets that change on which character they pick that can counter play the other players gadgets.
How are they maintained during play? You use it when you need it.
What is their role? Very important its almost impossible for the attackers to win if they don’t use their gadgets to force out the defenders
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:

  • Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)
  • Time (game time, real-time, or both)
  • Known information (like suspects in Clue)

Game State

NOTES
How much information in the game state is visible to the player? Basic HUD plus some unique things to the game such as what gadgets you have left.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:

  • Total Information – Nothing is hidden, like Chess.
  • Info per player – Your hand of cards is only visible to you.
  • One player has privileged info – Like a Dungeon Master.
  • The game hides info from all players – Like Clue, where no one knows the victory condition.
  • Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.

Sequencing

NOTES
In what order do players take their actions? It starts with the prep phase for the defenders to prepare for the attackers, but while that’s going on the attackers use little remote-controlled drones to scout out what the defense is doing, and then they attack.
How does play flow from one action to another? It all depends on how you start your attack.
Some structures include:

  • Turn-based – Standard board game technique.
  • Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).
  • Real-time – Actions happen as fast as players can make them. Action-based video games.
  • Turn-based and time limits – You have this long to take your turn.

Player Interaction

Some examples:

  • Direct Conflict – I attack you.
  • Negotiation – If you support me here, I’ll help you there.
  • Trading – I’ll give you this for that.
  • Information Sharing – If you go there, I’m warning you, a trap will go off.

Theme & Narrative

NOTES
Does it have an actual story structure? Kind of, there’s no campaign or story mode but with certain events we can get a little insight into the story line.
Is it based on a historical event (or similar)? There are some maps and character names based off events.
Does the theme or narrative help you know how to play? No
Does it have emotional impacts? No
Also, look for en media res (does it start in the middle of the game)? No

The Elements in Motion

NOTES
How do the different elements interact? Creates a very unique game
What is the gameplay like? Fast-paced and harsh
Is it effective? Yes
Are there any points where the design choices break down? Sometimes

Design Critique

NOTES
Why did the designer make these particular choices? Its all about counterplay and weaknesses so that one character can nullify another’s
Why this set of resources?
What if they made different decisions? It would be a whole different game
Does the design break down at any point? Sometimes

Graphics & Sound

NOTES
Does the game art pair well with the mechanics? Yes
Did you find any bugs or glitches? Yes
What about sound? Its spotty at times.
Can you spot any technical shortcuts? Yes

Various Stages of the Game

NOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them? Well most of the challenges are just other players being better than you really and the only way to overcome that is an organized strategy or get better at aiming.
Is the game fair? Its defender sided, but you can use finesse and skill to win
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience? Yes not once in my over 1000 hours have I gotten bored with it.
What is the intended audience? Teenagers
What is the core, the one thing you do over and over, and is it fun? The core thing is shooting, yes it’s fun

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

 

Game Analysis:CSGO

Summary

  • Counter Strike: Global Offensive is a 5v5 tactial shooter. It uses a very unique spray pattern based shooting system which gives it a very unique feeling, which complimented with valves momentum based movement system compliments each other very well. The goal is to either plant or protect the bomb in each round, which both sides have a economy system that they buy their arsenal for the upcoming round.

Game Play Analysis

Formal Elements

The Basics

Name of the game Counter Strike: Global Offensive
The platform PC
Time played (should be at least 30 minutes) 800 hours
If you could work on this game (change it), what would you change and why? I would change a few little things, such as removing the kick ability in competitive, and balance a few guns

Players

NOTES
How many players are supported? 10, 5v5
Does it need to be an exact number? yes
How does this affect play? makes it a lot easier for one side to win
Some types of player frameworks:

  • Single Player – like Solitare.
  • Head-to-head – 1 vs. 1, Chess.
  • PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.
  • One against Many – Single-player vs. multiple (obvy).
  • Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.
  • Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.
  • Team Competition – Multiple vs. multiple, i.e. sports.
  • Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.
  • Five-pointed Star – Eliminate both players who are not on either side of you.

Objectives/Goals

NOTES
What are the players trying to do?
Some common objectives include:

  • Capture/Destroy – Eliminate all your opponents pieces (Chess).
  • Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).
  • Collection – Collect a certain number of objects throughout the game (Pokemon).
  • Solve – Solve a puzzle or crime (Clue).
  • Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).
  • Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).
  • Build – Advance your characters or build your resources to a certain point (The Sims).
  • Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).

Rules/Mechanics

There are three categories of (what the book Rules of Play calls) operational rules:

  • Setup – the things you do at the beginning of a game.
  • Progression of Play – what happens during the game.
  • Resolution – How an outcome is determined based on the game state.

Controls

NOTES
What controls are used? Movement keys, mouse, and certain keybinds that the player can mess with
Was there a clear introductory tutorial? Yes
Were they easy to understand or did you find yourself spamming the controller? Yes

Resources & Resource Management

NOTES
What kinds of resources do players control? Theres a money system thats called your eco which controls what guns you can bring into the next round.
How are they maintained during play? You get money from winning, and if you lose you still get some but less
What is their role? Very important, if you have a bad eco its significantly harder to win the game
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:

  • Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)
  • Time (game time, real-time, or both)
  • Known information (like suspects in Clue)

Game State

NOTES
How much information in the game state is visible to the player? Not a whole lot, theres a very minimal HUD, it displays the basics, health, ammo, armor, and nades. Plus the minimap
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:

  • Total Information – Nothing is hidden, like Chess.
  • Info per player – Your hand of cards is only visible to you.
  • One player has privileged info – Like a Dungeon Master.
  • The game hides info from all players – Like Clue, where no one knows the victory condition.
  • Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.

Sequencing

NOTES
In what order do players take their actions? Both teams start in the buy phase, where they buy their guns and utility for that round, then the round starts, where the t-side tries to plant the bomb, and the ct-side tries to protect the bombsites
How does play flow from one action to another? It all depends on the player, as it is a shooter so they have to think about where they want to go and what kind of execute they want to make.
Some structures include:

  • Turn-based – Standard board game technique.
  • Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).
  • Real-time – Actions happen as fast as players can make them. Action-based video games.
  • Turn-based and time limits – You have this long to take your turn.

Player Interaction

Some examples:

  • Direct Conflict – I attack you.
  • Negotiation – If you support me here, I’ll help you there.
  • Trading – I’ll give you this for that.
  • Information Sharing – If you go there, I’m warning you, a trap will go off.

Theme & Narrative

NOTES
Does it have an actual story structure? No
Is it based on a historical event (or similar)?  No
Does the theme or narrative help you know how to play? No
Does it have emotional impacts? No
Also, look for en media res (does it start in the middle of the game)? No

The Elements in Motion

NOTES
How do the different elements interact? They all blend into almost an overwhelmingly smooth game, the movement is phenomenal, with a rewarding gunplay mechanic that really rewards using movement to your advantage.
What is the gameplay like? Very fast, gunfights usually end fast.
Is it effective? Yes, even though you die super fast theres lots of rounds which make you want to use different strategies to outmanuver your opponent.
Are there any points where the design choices break down? No

Design Critique

NOTES
Why did the designer make these particular choices? It’s based off the very old gameplay design of the 90’s
Why this set of resources? It’s a tried and true method and gameplay system.
What if they made different decisions? If they had made the gunplay recoil based instead of the spray patterns it would be a whole different game.
Does the design break down at any point? No

Graphics & Sound

NOTES
Does the game art pair well with the mechanics? Sometimes players blend into some maps making it hard to see.
Did you find any bugs or glitches? No
What about sound? Very good you can easily tell where people are using sound.
Can you spot any technical shortcuts? No

Various Stages of the Game

NOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them? Since its a competitive game generally just better players.
Is the game fair? Yes.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience? Yes, lots of maps, lots of ways to go about taking a site.
What is the intended audience? Older adults, as its a counter strike game that has been around for a while.
What is the core, the one thing you do over and over, and is it fun? The shooting, yes it is fun and rewarding

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Project Update

What I am doing is really just learning all the different pieces of Construct 3. Especially right now I am just looking over the physics right now and learning how that works. From what I have learned so far it’s pretty basic and straightforward and I feel as if I should be able to get a hang of it very quickly if I need it for a later project. Some other things I have been doing is looking at what kind of art styles work better than others and how simplicity can make a game amazing or trashy and how you have to walk a thin line.

My goal for this kind of just researching is to improve on the overall feeling of the game. As from personal expirience the feeling a game gives off can almost be more important than the actual gameplay because if it feels good just to walk around then it can make up for kind of weaker gameplay, for example you could have a big boss fight without any kind of special sounds or scenery change and yeah it’s still gonna be a boss fight. But you could have just a basic enemy and give it a wild arena and like super hyped up music and it’ll feel like as if it was a boss fight even though in the end it’s just a basic enemy that you see all the time.

TIMELINE:

Preproduction:

Right now I am in preproduction trying to figure out how I can make a game that feels good even with limited expirience and resources, and make an enjoyable expirience. Next week I will start out with actually making a game, figuring out exactly what I want then making art, some sketches of what I want stuff to look and feel like, what mechanics I want and how to implement them and hopefully get into the actual production of this project

Production:

Postproduction:

 

Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

This week all I did really was just catch up on late work for all of my classes.

PRACTICE ROOM (TUTORIALS)

  • Set a timer for 30 minutes in this ‘room’
    • Continue with either ONE of the scripting languages below, Javascript (Construct 3 / PlayCanvas) or C# (Unity)  (NOT BOTH)

Construct 3 / PlayCanvas – Javascript

Unity – C#

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net

Pretty much Construt 3 is the most flexible and versatile game engine without much downsides for out purposes at least. It’s simplicity is incredible, all the while without sacrificing the ability to make great games.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com

Really my way of maximizing my day is just getting everything done, then doing my leasure work. I wake up, do school work, chores, daily run, then play games for the rest of the day.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide

CONTROL ROOM (PRODUCTION)

WHAT I LEARNED and PROBLEMS I SOLVED

This week I have really learned of how good of a tool construct 3 will be.

Tools, Time, And Rooms

Game Design – Week 7 – Tools, Time, and Rooms

CreativeCommons image Tool Stash by Meena Kadri at Flickr.com

SUMMARY

  • Write your weekly summary here, last, at the end of the week…
    • Only one to two sentences
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

PRACTICE ROOM (TUTORIALS)

  • Unity
    • https://youtu.be/j48LtUkZRjU?list=PLPV2KyIb3jR5QFsefuO2RlAgWEz6EvVi6
      • They cover everything to the basics on how to make game objects all the way up to advanced graphics and dynamic lightings or even multiple peripheral support options such as controllers

 

CLASSROOM (THEORY & ANALYSIS)

The minimum viable product is the shell of the game you wish to accomplish so that your game doesn’t get muddled with all the extra stuff and then you can ship out and test what makes your game unique and if it even works.

Game Genres from the Simplest and Most Difficult to Create

    1. Racing Game
    2. Top-Down Shooter
    3. 2d Platformer
    4. Color Matching Puzzle Game
    5. 2D Puzzle Platformer
    6. 3D Platformer
    7. FPS
    8. JRPG
    9. Fighting Game
    10. Action Adventure
    11. Western RPG
    12. RTS

LAB (THEORY PRACTICED)

When designing a game you have to think about both sides of each aspect that you add in, what it adds to the game, and what it takes away. Maybe it enforces a certain style of play and suppresses another. Another key part is looking at the small parts that build the surroundings and the world.

OUTSIDE (CREATIVITY & THE BRAIN)

STUDIO (SONGWRITING)

  • Set a timer
  • Spend up to 30 minutes in this ‘room’
  • Create 5 project ideas
  • Enter at least five core game (i.e. product) ideas to be considered for your own game development later in the year
  • These do not need to be very detailed ideas, just a few sentences to capture the main game concept
    • Write a detailed description of the game idea
    • Identify the game genre (detailed above in this post) for inspiration
    • Review  Robin’s 5 Original Ideas for inspiration
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE
  • One
    • Top down maze game
  • Two
    • Car racing game
  • Three
    • 2D platformer
  • Four
    • Cookie Clicker kinda of game but with cats
  • Five
    • Simple 2d fighting game

WEEKLY ACTIVITY EVALUATION

Game Design Week 10 GTD

Game Design – Week 10 – GTD – Getting Things Done – Part 2

Image from BiggerPlate.com

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from LifeHacker.com

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World

SUMMARY

Pretty much all I did was catch up on late work and do homework

PRACTICE ROOM (TUTORIALS)

  • Set a timer
    • Spend up to 15 minutes in this ‘room’ on either ONE of the scripting languages below, Javascript (PlayCanvas) or C# (Unity)  (NOT BOTH)

PlayCanvas – Javascript

Unity – C#

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

The key to productivity is to designate new tasks that you have to do as either actionable- that which you can actively do and finish, or unactionable- ones that you can’t work on and finish. To compliment that you need some sort of system to track and keep whatever your working on neet and tidy in one space

LAB (THEORY PRACTICED)

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
Screenshot from Animated Book Summary And Review at YouTube

Examine Two GTD Maps: Basic and Detailed

  1. Detailed map by guccio@文房具社 icensed under CC BY-NC 2.0
  2. Basic map from BiggerPlate.com embedded below

GTD-based Trusted System

Image from Trello.com
  • Examine and pick a trusted system from the 4 options listed below to ‘capture’ your work
    • trusted system is your method for managing your tasks in a way that you consistently get things done
    1. Trello.com with a – GTD Template
      • We use Trello in this class to manage group projects
        • You will create a Trello account a few weeks from now regardless
        • You might want to start now
      • We start using Trello in the second semester
      • Watch Mr. Le Duc Creating a Trello Account and Add GTD Template Tutorial (3:45)
      • You can get the free Trello app at the Apple Store or Google Play
    2. Your phone
    3. Paper and pen or pencil
    4. Examine LifeHacker.com’s GTD Resources

OUTSIDE (PRODUCTIVITY & THE BRAIN)

OPTIONAL EXERCISE

Image from GoodReads.com
Image from GoodReads.com

STUDIO (CREATING MAPS)

  • Set a timer
  • Spend up to 15 minutes
  • Then watch David Allen summarize the steps
    • “Very simple folks! …
      1. Just WRITE STUFF DOWN
      2. Decide the ACTIONS and OUTCOMES embedded in them
      3. Get yourself a MAP OF ALL THAT so you can step back and take a look at it.
      4. And then, basically, you USE THE MAP TO DECIDE, “OK, here’s the course that we’re going to go on.”
      5. You then LAUNCH the ‘ship’ on a trusted course in the short term, as well as on the long horizon that you’re moving on.
      6. And then, on a regular basis, you need to REASSESS, “OK, we need to take in NEW DATA, CLEANUP, RECALIBRATE, and REFOCUS for the next leg of the journey.”
    • It’s that simple…”
  • ‘Capture’ all the ACTION ITEMS you can in your GTD Trusted System

WHAT I LEARNED and PROBLEMS I SOLVED

I learned that when you dumb it down enough its not complicated what so ever he’s just saying to decide whether or not to do it now or later and have some sort of tool that helps you not forget it.

GTD

Week 9 – GTD – Getting Things Done – Part 1

“Day 092/366 – To Do List” by Great Beyond is licensed under CC BY-NC-SA 2.0

Your toughest work is defining what your work is! –  Peter Drucker

SUMMARY

PRACTICE ROOM (TUTORIALS)

Image of David Allen at TED Talk
Screenshot from David Allen TED Talk

In this ‘room’ you are going to try Getting Things Done (GTD).

STEP 1: MAKE A LIST

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk

Chemistry

finish the lab

History

work on the new project

English

reading log

Game Design

This blog

French

Vocab

Precalc

homework

STEP 2: NOTICE WHAT YOU NOTICED

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk

reading log

finish lab

precalc homework

french work

history project

this blog

STEP 3: SET A TIMER

https://giphy.com/gifs/time-clock-konczakowski-d3yxg15kJppJilnW
  1. Set a timer for your first task
    1. Decide how long you think it will take before you start
  2. Start working
  3. Repeat this process for 45 minutes for as many tasks as you can complete, then take a 15-minute break
    • Get up and get a drink of water
    • Get up and go for a walk
    • Every 20 minute blink your eyes 20 times while looking at least 20 feet away
      • This is good for your eyes

Start steps 1 through 3 again, repeat for your school day

OUTSIDE (PRODUCTIVITY & THE BRAIN)

David Allen image
Oct. 2020 Lucidchart interview with David Allen
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
Image from FastCompany Magazine, https://www.fastcompany.com/3026827/the-brain-hacks-top-founders-use-to-get-the-job-done
  • Reflect on GTD and getting to the top of the colorful list above for a minute
    • How can the GTD process help you tame the crazy-busy dragon of modern life?

  • Then, go for a 15-minute walk, if it is safe to do so
  • Write a few sentence reflection
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

OPTIONAL EXERCISE – Literally, read the article and go for another walk 🙂

 Katia Verresen homepage
Katia Verresen, kvaleadership.com

“I coach C-suite executives and rising stars from the earliest startups to Fortune 100 companies. My passion is to help ambitious leaders achieve their full human potential.”  – Read more about Katia…

WHAT I LEARNED and PROBLEMS I SOLVED

  • Write only a few sentences of WHAT YOU LEARNED
  • In one or two sentences, describe a PROBLEM YOU SOLVED
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

WEEKLY ACTIVITY EVALUATION

  • Give feedback on this week’s class Content and Process
  • DELETE THIS WHOLE SECTIONAFTER YOU ARE DONE

Developing Quality Workflow

Developing Quality Workflow

What is Workflow?

Image Creative Workflow from Behance.com, https://www.behance.net/gallery/27919515/Creative-workflow-GIF

Work•flow /ˈwərkflō/

“The sequence of industrial, administrative, or other processes through which a piece of work passes from initiation to completion.” – lexico.com

What is a quality workflow?  How do we develop it?  Below are elements of the production cycle that most creative people move through as they create something.  First, we must identify the stages of project production. What is each stage and what are the quality checks for each stage.  Read on and find out!

INSTRUCTIONS

  1. FILL IN THE QUESTIONS BELOW FR EACH STAGE OF PROJECT DEVELOPMENT
  2. PUBLISH 

Stages of Creation Development

Inspiration

How do we find ideas to develop?

  • WHAT TOOLS SHOULD WE USE?
  • WHAT PROCESS SHOULD WE USE?
  • HOW DO YOU MEASURE QUALITY?
  • WHO MEASURES QUALITY?

We can look at real games that we enjoy or think are cool. Then after we look at specific things that we like, whether that being a certain mechanic or genre, you can delve deeper in that idea and really sculpt what kind of experience you want from whatever you are making.

Intention

How do we clarify our specific goal(s) for a project?

  • WHAT TOOLS SHOULD WE USE?
  • WHAT PROCESS SHOULD WE USE?
  • HOW DO YOU MEASURE QUALITY?
  • WHO MEASURES QUALITY?

You can try to implement a certain thing into your project. Maybe you want to work on making better animations. For that you could just make a bland project but then really hone in on the animations so you can fully show what you did and how you improved.

Pre-production

How can we brainwrite, brainstorm, storyboard, and plan our ideas at this phase?

  • WHAT TOOLS SHOULD WE USE?
  • WHAT PROCESS SHOULD WE USE?
  • HOW DO YOU MEASURE QUALITY?
  • WHO MEASURES QUALITY?

We can just write down a big mess of little tiny ideas that we have randomly and then compile them into something greater. And once we have this messy, grotesque pool of ideas, mechanics, aesthetics, whatever we can share these little pieces that we have to create a whole.

Production

How do we communicate with each other and execute our plan for this phase? This is where we actually make the project.

  • WHAT TOOLS SHOULD WE USE?
  • WHAT PROCESS SHOULD WE USE?
  • HOW DO YOU MEASURE QUALITY?
  • WHO MEASURES QUALITY?

Really this just all is on everyone doing what they have to and communicate what they are working on, establishing role/jobs to do, and just doing what you have to do.

Post-production

How do we communicate with each other and execute our final stages of the project for this phase? This is where we publish the project.

  • WHAT TOOLS SHOULD WE USE?
  • WHAT PROCESS SHOULD WE USE?
  • HOW DO YOU MEASURE QUALITY?
  • WHO MEASURES QUALITY?

Presentation/Performance

How do we share our project with our learning community, advisory members, and the world?

  • WHAT TOOLS SHOULD WE USE?
  • WHAT PROCESS SHOULD WE USE?
  • HOW DO YOU MEASURE QUALITY?
  • WHO MEASURES QUALITY?

So right now with the whole distance thing it’s harder to present to classes, with relying on everyone’s tech working correctly, but say in the “normal world” the best way to present is to look at one piece that you really like about your piece of work, talk about it then you speak about some of the less important parts.

Feedback

How do we conduct a feedback session at the end of the project development cycle?

  • WHAT TOOLS SHOULD WE USE?
  • WHAT PROCESS SHOULD WE USE?
  • HOW DO YOU MEASURE QUALITY?
  • WHO MEASURES QUALITY?

Start with everyone giving praises, what worked well, what they appreciated. Then since no one REALLY like criticism everyone can talk about what they thought they couldn’t have personally done better.

SUCCESS

Recipe For Success: Takashi Murakami

Who is one of your mentors?

 

Takashi Murakami at Versailles Sept. 2010 (crop).jpg
Image of Takashi Murakami from Wikipedia, https://en.wikipedia.org/wiki/Takashi_Murakami#/media/File:Takashi_Murakami_at_Versailles_Sept._2010_(crop).jpg

Born: February 1, 1962 (age 58 years), Itabashi City, Tokyo, Japan

Personal Success Definition

State why are they successful, with your definition?

They are hands down successful because he does what he wants and makes him happy. His art is as unabashed and weird as he is. He is one of the if not number one successful virtual artists, all while maintaining his signature style and sticking to it.

Skills for Success

Murakami went to Japanese art schools so that he could hone in his skills in a more traditional style. 2) As he got better and his skills grew he found out what he likes and was able to put his own style and spin on traditional styles, and took risks. 3) He is unafraid to stray from the norm and it shows in his work. (wikipedia.com)

How They Used These Skills

See Takashi Murakami's Trippy Cover Art for Kanye West and Kid Cudi's New Album | artnet News
https://en.wikipedia.org/wiki/Graduation_(album)#/media/File:Graduation_(album).jpg

Murakami had twice made album covers for the famous rapper Kanye West, one for his album Graduation, and the other for his Collab album Kids See Ghosts. Now this not only showed off his style that lots grew to love, but gave him a new western press that he really didn’t have.

Challenges Overcome

His really only problem in the art space was himself and his style as he was always super talented and could produce the typical Japanese style art very proficiently. So in his desire to be himself and find his style of course people didn’t want it at first but as I said earlier it soon blew up.

Significant Work

Smile On, Rainbow Flower!! by Takashi Murakami, 2020 | Print | Artsper  (733560)

image from https://www.artsper.com/en/contemporary-artworks/print/733560/smile-on-rainbow-flower

Murakami’s newest art craze is his flower which a simple painting will cost anywhere from two to three thousand dollars

Resources

EXAMPLES:

https://gagosian.com/artists/takashi-murakami/

https://en.wikipedia.org/wiki/Takashi_Murakami

news.artnet.com